Dragon: The Embers Core Book - MrGone's Character Sheets
Dragon: The Embers Core Book - MrGone's Character Sheets
Dragon: The Embers Core Book - MrGone's Character Sheets
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104<br />
104<br />
Morality (or Ethics, or whatever) of the<br />
subject. <strong>The</strong> subject must roll the<br />
appropriate degeneration and derangement<br />
rolls.<br />
Exceptional Success: Same as Success, but<br />
the sin is three levels below the current<br />
Morality of the subject.<br />
Bleed Bleed the the Betrayer Betrayer ( (●●●●) (<br />
<strong>The</strong> Blood <strong>Dragon</strong> becomes mildly<br />
aware of the subject's actions. She knows<br />
he is working towards or against the stated<br />
goal, provided the event is significant<br />
enough. If at any point she detects he is<br />
drifting off the path, she may spend a<br />
Willpower point to roll Bleed the Betrayer,<br />
which inflicts bashing wounds on the oathbreaker.<br />
<strong>The</strong> subject remains unaware of the<br />
damage's source (Unless told), and feels<br />
only a crushing sensation in the vicinity of<br />
his heart. Since bashing damage heals<br />
quickly (Save the overflow that goes to<br />
lethal), this usually is not an effective<br />
combat tactic. Medical examination<br />
mistakes it as a heart attack, but the oathbreaker<br />
can feel in his soul it's something<br />
more than that. Bleed the Betrayer is best<br />
used to scare an oath-taker back onto the<br />
path.<br />
This philosophy requires one turn of<br />
physical contact to apply (but not a roll),<br />
within one hour of the Bind the Scars<br />
Philosophy. Bleed the Betrayer lasts for one<br />
week after it is applied, and may be used as<br />
many times as the oath-taker drifts from the<br />
path. <strong>The</strong> duration may not be extended.<br />
Cost: 1 Breath to apply<br />
1<br />
Willpower to activate<br />
Dice Pool: Resolve + Socialize + Furnace +<br />
Blood – Composure - Furnace<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> subject is<br />
inadvertently let off the hook, though the<br />
Blood <strong>Dragon</strong> remains unaware of this. She<br />
may continue on to the last level of the<br />
Philosophy, but it will always fail.<br />
Failure: No bashing damage is inflicted,<br />
and the subject gets away with stepping offtrack.<br />
<strong>The</strong> <strong>Dragon</strong> cannot make use of the<br />
final Philosophy’s wrath until she’s inflicted<br />
damage with Bleed the Betrayer at least<br />
once, though she may apply it.<br />
Success: <strong>The</strong> oath-breaker suffers a number<br />
of bashing wounds equal to the successes<br />
rolled. This damage can be dealt from any<br />
distance, via the connection between <strong>Dragon</strong><br />
and oath-taker.<br />
Exceptional Success: Same as Success, but<br />
the Willpower is not spent.<br />
No No Greater Greater Justice Justice ( (●●●●●) (<br />
By the same connection forged in<br />
Bleed the Betrayer, the <strong>Dragon</strong> watches for<br />
signs that the subject is abandoning or<br />
forsaking the oath. If he is turning his back<br />
on the promise, the <strong>Dragon</strong> has the option of<br />
boiling his blood. For a single point of<br />
Breath, she inflicts Presence + Socialize +<br />
Furnace + Blood automatic lethal damage,<br />
minus the target’s Composure (And Furnace,<br />
if he has one).<br />
No Greater Justice is an instant<br />
action, but not every <strong>Dragon</strong> is capable of<br />
spending 2 Breath in a single turn. For those<br />
that are not, they may drag out the touch<br />
over two turns by sacrificing their Defense,<br />
until they can pay the full price. In such<br />
cases, the touch must be maintained for the<br />
duration of these turns, and the roll to<br />
activate is made on the turn in which the<br />
total Breath owed is paid.<br />
And unlike Bleed the Betrayer, the<br />
roll for this Philosophy is made on<br />
application and not activation. No Greater<br />
Justice lasts for one week once it is applied,<br />
and must be applied again after it is<br />
activated. However, unlike the other levels<br />
of the Blood Philosophy, No Greater Justice<br />
can be extended almost indefinitely by<br />
spending Willpower. Each point of